[Mini-Tutorial] Iray Progressive Render SettingsThis weekend I got a chance to talk to the DAZ 3D developers about the progressive render settings and what they do. Here's some clarification on those settings. I did not know some of this myself until I had a chance to ask this weekend!
The progressive render settings are found in the "Render Settings" tab in DAZ Studio and the "Editor" portion of that tab. The important settings are:
Max Samples: Short version: The Max Samples count is the maximum number of samples Iray will achieve before it stops the render. The default number is 5000. How long it takes to get to 5000 samples varies by what kind of hardware your computer has - it will get to 5000 much faster on an Nvidia graphics card than a CPU or an AMD card.
Longer version, as best I was able to learn from web research: In any kind of rendering, the engine is trying to depict a 3D image as though it were in real space; in real space your eye views all images as continuous, but in the r
[Tutorial]Creating Custom Rigging TemplatesThis will not have a video. It is intended for advanced users of DAZ Studio. You need to know how to use your modeling software and how to rig a clothing item in DS before you even think about trying this.
I get asked about this occasionally, but usually I place it with reverse projection morphs in the category of "things that are too hard for the average user," so I just answer the question one on one. The purpose of this tutorial is to create a reference for future vendors, and to remind myself if I forget in future.
You can turn any item into a rigging template in DAZ Studio. You shouldn't, because a lot of items will work very poorly for that. Some things will also never produce good results with a template, because rigging them properly is based on doing an unusual procedure correctly (high-heeled shoes) or because their geometry is too
[Tutorial] Blender Fluid Simulation for DSHere is a YouTube video version!
Blender has one of the few free fluid simulators out there, a rare treasure when such an add-on can cost thousands of dollars. This tutorial explores working with it to add fluids to your DAZ Studio scenes.
This is a challenging area, and it is hard on your hardware. Don't get into this unless you've got some time, you're willing to work in Blender, and you have at least an Intel quad core. I have one of these in my work machine, and and it's still time-consuming running fluid sims. AMD made an octo-core a while back. It performs worse than an Intel quad.
You also need a good amount of system RAM, because the obj files that the fluid sim outputs are high-poly; even a small sc
Genesis 3 Female and V7I barely dared glance at the forum today, but I assume there's probably a lot of text-yelling going on. Here is some plain talk about the new figure. I won't be telling you anything that violates my non-disclosure agreement with DAZ; all of this is stuff you can figure out by looking at the figure for a while in DAZ Studio and a modeling program (or by paying attention to store releases).
Genesis 3 has a lot more bones than Genesis 2.
She has a full facial rig - expressions are made by moving the tiny bones in her face, just as they are in Pixar's rigs and other important animation. She also has separate twist and bend bones, partly because she is a return to general weight mapping (away from TriAx). She has working toes, two neck bones, etc.
This difference in bones means poses don't convert without a product like Zev0's new one.
Genesis 3's UVs and mat setup are fundamentally incompatible with all previous generations.
It's not just a mat
Iray Discussion: Lighting And Skin ToneAfter DAZ declined a product if mine and Fuseling's, I went back to revisit its lighting and redo all the renders for it (and many of the skin settings; what I learned from that led to the Kasper tutorial).
In the process I discovered that I had been overcompensating with glossy settings that were too high, because most of my test characters were pale. There's a good reason why so many of the hyper-real renders you see have characters who look very tan and oily. It's the same reason why bodybuilders almost always use tanner and oils on their skin for competitions: visual detail on skin and muscle is easiest to see on shiny mid-toned surfaces.
Skin that is very pale tends to reflect so much light that it's whited out on the highlights, making the character's details harder to see. Skin that is very dark can actually absorb more light, so more light is needed t
[Tutorial] Making of Kasper On The BeachUPDATE: An outdoor lighting video tutorial is here.
Here is the render. There are better ones, definitely, but there are worse; and what I am about to explain will hopefully be of help to those who are still confused about skin and lights.
I loaded the Ultimo Paradiso product from DAZ3D via the "Build Island" and "Few Plants Only" scripts (I may be getting their names a little wrong). Most materials I did not convert, just the ocean (to the DAZ Water shader, with the aqua color added to the glossy color) and the Island itself (so that I could add metallic flakes to the sand). If anything, this ends up looking less realistic than the character even after I added SubD to all the meshes that are visible close up. It wasn't really made to be seen this close. I deleted the sky dome to use DAZ Studio's Sun-Sky.
The amount of geometry in the scene doesn't slow down the render much, b